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Messages - Alex

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1141
mAAp Project / Re: Petrol
« on: Tuesday, August 27, 2013, 03:02:53 AM »
Make sure you get the updated meshes file or the houses won't have roofs on them. :P

1142
mAAp Project / Re: Petrol
« on: Tuesday, August 27, 2013, 02:59:55 AM »
Love it.

Except for that pole at the end of the video... where did that come from?
Well my though was that the military placed it there so they could get across and get a better position on the enemy. I wanted it to be a board to be more realistic but I couldn't actually find any in the meshes.
I thought it would be fairer to have another roof for that side since the other side has 2.

Tell me when you are done(ready to release) so that I can make a new SAI Image
The layout isn't going to change anymore so you can make the image if you'd like. 

1143
mAAp Project / Re: Petrol
« on: Tuesday, August 27, 2013, 02:42:20 AM »
1080p video for those of you that care. :P

[youtube]http://www.youtube.com/watch?v=hdINjp4ZG80[/youtube]

No sound because I forgot to check the record windows 7 audio in FRAPS but oh well.

1144
mAAp Project / Re: Got two ideas one old and one new........
« on: Tuesday, August 27, 2013, 00:36:16 AM »
Asisst doesn't support up to 64 as far as I know. I think 30 is the max. I might be wrong though.

Destructible lights are possible and there is even one in mAAp Pipeline on the watchtower outside.

1145
mAAp Project / Re: Petrol
« on: Monday, August 26, 2013, 14:36:30 PM »
Shipment the most laggest map in the game, it could be caused of the rain and the texture, or because its a small map and lots of players playing it, anyways can you guys get rid of it, or fix it? also i don't like petrol because its a big map that no one plays, not realistic at all...
How so?

Also, we have 24 players playing it the other night on the Mafioso server.
The map isn't even big. It's smaller than 90% of AA maps.

Are u guys thinking about adding new custom maps ?
We don't have any lined up right now but that's certainly possible in the future. I know Spanky was working on a forest map. I'm not sure where he is on it though.

1146
mAAp Project / Re: Petrol
« on: Monday, August 26, 2013, 02:21:15 AM »
I was actually thinking this before I saw your post. I agree.

Killa, take a look at Dockside or Blizzard.
Dockside doesn't have rain. I don't think any AA map does. I do love those moving trees though.

I can't seem to get the rain to even show up. It doesn't help that you can't view weather effects in the editor.
I would just copy the one from Blizzard and mess around with it but trying to paste it into Petrol crashes the editor. :P

1147
mAAp Project / Re: Petrol
« on: Monday, August 26, 2013, 02:04:09 AM »
Its very clean, Which is good.
Now add some atmosphere, Some fog maybe? or a sandstorm copied and pasted from sf sandstorm?
As of right now I do have some fog/dust moving throughout the city. I want more but the problem is that it goes through BSP (so you have moving fog/dust in buildings) and I have yet to figure out how to stop that. I'll look into it again but I'm not promising anything. Thanks for the comment though.

1148
mAAp Project / Re: Petrol
« on: Monday, August 26, 2013, 01:54:22 AM »
Alright. I've spent a lot of time doing some fixes to the map. You can refer to my previous list on most of them. I have fixed some other stuff I forgot to mention like the Objective letters are now A,B, and C instead of all being A. :P

I have almost completely redone the lighting. The lighting is stolen Inspired from Spanky's mAAp Pipeline. It still doesn't look as good as mAAp Pipeline's, but it's definitely better than the lighting Petrol had before. More work will likely be done but I figured I'd give an update.

Here are some 1080p Screenshots for ya guys.

















Let me know what you guys think. Suggestions and comments are always welcomed and greatly appreciated.

1149
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 21:19:21 PM »
If it weren't for all the light bleed, all the walls would be unlit like that because AmbientBrightness = 0. The lights in that room weren't lighting the room walls at all.
OK, now I'm confused. What do you mean by the lights in the room weren't lighting the walls at all? Once I took all the lights out, the other 3 walls went dark....

I normally don't use ambient brightness and it's never caused a problem before....

1150
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 16:09:47 PM »
The lights causing those walls to be overbright are the ones in the room below with the knocked over vending machines. They're simply leaking through the walls (again, maybe a product of how the walls are built). Use more AmbientBrightness and lights with less radius.

Saved a copy of the fixed map to Dropbox so you can see.
The problem wasn't that the other walls were too bright, it's that that wall wasn't being lit. At all. No matter how many lights I put up to it none of them would show on the wall. I'm well aware of the light bleed and I'm currently in the middle of redoing all of the lighting on the map.

It definitely could be how the BSP was built and I'll look into it.

1151
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 16:04:55 PM »
Delete all the lights in the room and set AmbientBrightness. If the walls are still bright, other lights are casting onto it. It could just be how you're building the BSP.
Yeah it's already done. I deleted all the lights and set the ambient brightness and all the walls looked the same. I then placed a couple of spotlights to show some shadows. It's not ideal but it works.

But isn't the surfaces that looked ok some kind of indication that something is wrong with the zone?
The zone is working properly as far as I can tell.

1152
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 15:54:43 PM »
AmbientBrightness in ZoneInfo. None of those rooms are using it. For whatever reason the lights in the room are bright on the other walls but not the dark one. Balance it out with the ambience and see where to go from there.

That's also a great way to edit lighting instead of using light actors. You can set the tone/color of a room and the brightness. Then just add a few spotlights in key areas to bring out the detail.
That worked fairly well. The shadows aren't that great buy oh well. I wish there was a way to fix it instead of just a work around but I guess that's unreal for you.  :)

1153
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 14:30:02 PM »
Map is uploaded so you can look at it. It's the second floor radio station.

1154
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 14:16:26 PM »
Might just be the texture. Dark textures are hard to see light. Also, you'd need to raise the lightmap setting. Also check if SpecialLit in F5 settings after selecting the surface.
It's the same texture as the rest of the walls in the room and the other walls are lit properly. No flags are selected in the surface properties menu either. I raised the light map to 1 and put it down to 128 and neither did anything. I'm out of ideas...

1155
mAAp Project / Re: Simple Questions in the Editor
« on: Sunday, August 25, 2013, 03:17:58 AM »
This thread needs some use.

Why is this happening and how the hell can I stop it?



As you can see I have light actors there but they don't seem to be casting onto the wall. Every other wall in the room is fine...

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